Game apparatus and storage medium storing a handwriting input program

ABSTRACT

A game apparatus displays a game screen of 9×9 grid, for example, of a Sudoku puzzle on one LCD and an empty cell (cell to be answered) is large-displayed on the other LCD. A touch panel is provided on the LCD to allow a player to handwrite a numeral to fill in the cell with a stick, etc. on the touch panel. When a handwritten region is larger at a certain degree or more with respect to the cell, it is considered that an answer numeral is input, and the answer numeral is large-displayed. If the handwritten region is not so large as to the cell, it is considered that a note numeral is input, and the note numeral is displayed in a smaller region in the cell. However, if the notes numeral is settled as an answer numeral, a game determination is performed according to the answer numeral.

CROSS REFERENCE OF RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2006-19205 isincorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game apparatus and a game program.More specifically, the present invention relates to a game apparatus anda handwriting input program capable of playing a game like a puzzle gameto fill in cells with characters, numerals, symbols, or the like such as“Sudoku” (product name) puzzle.

2. Description of the Related Art

The Sudoku puzzle as a background of the invention is disclosed in arelated art 1 (http://www.nikoli.co.jp/puzzles/), a related art 2(http://ja.wikipedia.org/wiki/), etc. for example. According to these,the Sudoku puzzle is one of pencil puzzles to enter numerical digitsfrom 1 through 9 according to a predetermined condition in respectivecells of a 9×9 square frame made up of 3×3 blocks, and numerals areentered in advance as a hint in some of the cells, and the goal is tofill in the empty cells from that state.

If such a Sudoku puzzle is played by use of an electronic game machine,such as “Nintendo DS” (trademark), for example or a computer with atouch screen, the answer can directly be handwritten without beingrecorded in a sheet of paper.

In this case, in the technique described in a related art 3 (JapanesePatent Publication No. 8-27690), for example, when data is to be inputinto a table, in order to make a handwriting input easier, the inputregion is displayed in an enlarged manner at a time of input.

Also, in the technique described in a related art 4 (Japanese PatentPublication No. 7-66422), depending on in which region the handwritinginput is made, the recognition result is large-displayed orsmall-displayed.

However, as typified by the related art 3, if one recognition result isdisplayed with respect to one handwriting input region in one displayingmanner, in a case that a player wants to note a plurality of candidatesto be input in advance in the puzzles represented by Sudoku, etc., theplayer has to write the candidates in other media until an input issettled as the final input. Accordingly, unnecessity of paper inutilizing the handwriting input device, that is, customer convenience islost.

In addition, in the technique described in the related art 4, when aplurality of recognition results are to be displayed by smallercharacters, for example, the player has to input by handwriting in thecorresponding smaller regions. Accordingly, unless the region of thehandwriting input is above a certain degree of size, it is difficult tointroduce the technique.

SUMMARY OF THE INVENTION

Therefore, a novel game apparatus is disclosed capable of playing a gameto fill in cells with characters.

The disclosed game apparatus is capable of inputting a note character aswell as an answer character, and displaying them so as to be visible bya player.

The disclosed game apparatus is capable of automatically discriminatingbetween an answer character and a note character without forcing aplayer to substantially change a handwriting input method when theanswer character and the note character are input by handwriting withthe use of a touch panel or a touch screen.

A novel storage medium is disclosed storing a handwriting input program.

A first disclosed embodiment comprises a game apparatus for playing agame to fill in cells with characters, and further comprises an answercharacter input means for inputting an answer character, an answercharacter display means for displaying the answer character when theanswer character is input by the answer character input means, a gamedetermination means for performing a game determination on the basis ofthe answer character, a result display means for displaying a result ofthe game determination by the game determination means, a note characterinput means for inputting a note character, a note character displaymeans for displaying the note character input by the note characterinput means, and a settling means for settling the note character as theanswer character.

The first disclosed embodiment comprises a game apparatus (10: areference numeral corresponding in the “preferred embodiments” describedlater and so forth) for playing a game to fill in cells with characters,such as a puzzle game. Such a game apparatus includes an answercharacter input means for inputting an answer character, and in theembodiment, this means includes a touch panel (24) and a CPU core (34)for processing a signal or data output therefrom, and allows the answercharacter to be input by handwriting, for example.

Then, when the answer character is input by the answer character inputmeans, an answer character display means (14, 34, S123, S153, S179)entire-displays or large-displays the answer character in a cell, forexample. A game determination means capable of including the CPU core(34), for example, performs a game determination on the basis of theanswer character (S25). Similarly, a result display means like a CPUcore displays a result of the game determination by the gamedetermination means (S27). Also, a note character input means (24, 34)inputs a note character. A note character display means (14, 34, S133,S163, S177) displays the note character input by the note characterinput means. More specifically, in this embodiment, the note characteris displayed in a smaller area in the cell. However, if a settling means(34, S19) settles an arbitrary note character as the answer character,the above-described game determination means performs a gamedetermination according to the answer character.

According to the first disclosed embodiment, the note character as wellas the answer character can be input and displayed, and this eliminatesthe need for a troublesome operation of noting a candidate to be filledin the cell in other media, such as paper, or the like.

In the game apparatus according to the first disclosed embodiment, thenote character input means may input a plurality of note characters, andthe note character display means simultaneously displays the pluralityof note characters.

When the note character input means (24, 34) inputs a plurality of notecharacters, the note character display means (14, 34, S133, S163, S177)simultaneously displays the plurality of note characters. For example,nine (9) note characters can be input at maximum, and the notecharacters are displayed in smaller regions, and therefore, it ispossible to display different note characters in a plurality ofdifferent regions. Accordingly, it is possible to select an answercharacter that is probable among the plurality of note characters.

The answer character input means and the note character input means mayinclude a handwriting input means having a defined handwriting region, alocus storing means for storing a locus of a handwritten input by thehandwriting input means, a character recognition means for recognizing ahandwritten character according to the locus, and a size determinationmeans for determining whether a size of the handwritten character atthat time is larger than a predetermined size on the basis of the locus,wherein the answer character input means, according to an affirmativedetermination of the size determination means, and the note characterinput means, according to a negative determination of the sizedetermination means, adopt the character recognized by the characterrecognition means as the answer character and the note character,respectively.

The answer character input means and the note character input means are,optionally, formed by the same thing. That is, it includes a handwritinginput means (24) having a defined handwriting region, a locus storingmeans (42, 42 b 1, S103) for storing a locus or track of the handwritteninput by the handwriting input means, a character recognition means(S109, S143, S169) for recognizing the handwritten character accordingto the locus or track, and a size determination means (S119, S149, S175)for determining whether a size of the handwriting character is largerthan a predetermined size. When the size determination means makes anaffirmative determination, that is, a handwritten region is above acertain degree of size, the answer character input means, according tothe determination, and the note character input means, according to thenegative determination by the size determination means adopt thecharacter recognized by the character recognition means as an answercharacter or a note character, respectively (S123, S133, S153, S163,S179, S177).

The answer character input means and the note character input means maycomprise the same handwriting input system, and the answer character andthe note character can be naturally input by being discriminated fromeach other without a drastically change of an operating method,eliminating imposition of an extra load and troublesomeness on theplayer.

The locus storing means may store a locus for each stroke, and furthermay comprise a stroke counter for counting the number of strokes,wherein the character recognition means recognizes a handwrittencharacter on the basis of both of loci of a previous stroke and acurrent stroke when a count value of the stroke counter is not apredetermined value.

A stroke counter (42 b 4) may be provided within a RAM (42), forexample, and the stroke counter counts the number of strokes. Thecharacter recognition means recognizes a handwritten character on thebasis of both of loci of a previous stroke and a current stroke when thecount value of the stroke counter is not a predetermined value (“0”, forexample) (S143). Thus, the character basically made up of two strokescan be input by handwriting like he or she usually writes it on paperwithout a specific awareness.

The note character display means may display the note character at ahandwriting position of the previous stroke when the size determinationmeans makes a negative determination as to the handwritten character ofthe current stroke.

When a handwritten region of the second stroke is not above a certaindegree of size, it may be determined to be an input of the notecharacter, and the character input by two strokes may be displayed as anote character. At this time, the note character is displayed in thearea to which the previous stroke belongs.

Optionally, the character recognition means recognizes the handwrittencharacter on the basis of the current stroke when the count value of thestroke counter is the predetermined value.

Optionally, the character recognition means recognizes the handwrittencharacter on the basis of the locus of the current stroke (S109) whenthe count value of the stroke counter is the predetermined value (“0”,for example), and therefore, even the character typically made up of onestroke can be input by handwriting like he or she usually writes it onpaper.

The handwriting input program for working a handwriting input device mayinclude a display means, a storage means, and a handwriting input meansas a handwriting input device, and a handwriting input program forcausing a computer of the handwriting input device to execute ahandwriting inputting step for storing a locus of a handwritten input inthe storage means, a locus region specifying step for specifying aregion occupied by the locus in a the handwriting input region set inadvance in the storage means on the basis of the locus of thehandwritten input, and storing it in the storage means, a characterrecognizing step for performing a character recognition process on thelocus of the handwritten input stored in the storage means, and arecognition result displaying step for displaying the recognition resultin a size corresponding to the size of the region specified by the locusregion specifying step and in a position corresponding to the region onthe display means.

The handwriting input device may be embodied as a game apparatus (10) inthe embodiment, and has a display means (14), a storage means (42), anda handwriting input means (24). The handwriting input program causes acomputer of the handwriting input device to execute a handwritinginputting step (S103) for storing a locus of a handwritten input in thestorage means, a locus region specifying step (S113) for specifying aregion occupied by the locus in the handwriting input region set inadvance in the storage means on the basis of the locus of thehandwritten input, and storing it in the storage means, a characterrecognizing step (S109, S143, S169) for performing a characterrecognition process on the locus of the handwritten input stored in thestorage means, and a recognition result displaying step (S123, S153,S179, S133, S163, S177) for displaying the recognition result in a sizecorresponding to the size of the region specified by the locus regionspecifying step and in a position corresponding to the region on thedisplay means.

On the basis of the data indicating that how much the input locusoccupies the handwriting input region and where the weight of the locusis placed, and whether the recognition result is displayed in a smallersize or a larger size is automatically selected and displayed, andtherefore, it is possible to provide a handwriting input program capableof inputting the note without drastically changing a handwriting inputmethod according to the handwriting input desired by the player'sintuitive sense.

In an embodiment of the handwriting input program, the recognitionresult displaying step further includes a character display sizedetermining step for determining a display size of the recognitionresult in correspondence to the size of the region specified by thelocus region specifying step, and a character display positiondetermining step for determining a display position of the characterrecognition result in correspondence to the position of the regionspecified by the locus region specifying step.

The size of the handwriting input region may be determined depending onthe position of the midpoint of the region, for example, it is possibleto automatically select a display manner without performing acomplicated process.

In the handwriting input program the character display size determiningstep may determine the display size depending on whether or not acentral point of the region specified by the locus region specifyingstep is included in a predetermined region of the handwriting inputregion stored in the storage means in advance, and whether or not theregion has a predetermined size.

A region to be small-displayed is determined in advance, and thesmall-display region is decided according to the relation between theregion and the central point of the region, capable of automaticallyselecting the display manner with a simpler process. Also, the displaymanner is automatically selected according to the midpoint of theregion, eliminating the need of inputting by handwriting in a smallersize desired to be displayed when the player wants to display in asmaller size, for example.

In the handwriting input, the display position determining step maydetermine that the central point of the region corresponds to which ofthe plurality of display positions of the recognition result stored inthe storage means in advance, and displays the recognition result in thecorresponding display position.

A handwriting program capable of precisely realizing a process ofsetting the size and position of the character display with respect tothe character made up of a plurality of strokes is disclosed herein.Furthermore, it is possible to simply and intuitively designate thedisplay position of the note character.

A note character as well as the answer character can be input anddisplayed, and this eliminates the need for a troublesome operation ofnoting a candidate to be filled in the cell in other media, such aspaper.

The above described exemplary objects and other objects, features,aspects and advantages of the disclosed embodiments of the presentinvention will become more apparent from the following detaileddescription of the present invention when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustrative view showing one embodiment of a gameapparatus of this invention.

FIG. 2 is a block diagram showing an electric configuration of the gameapparatus of the embodiment shown in FIG. 1.

FIG. 3 is an illustrative view showing a state in which “Sudoku” as oneexample of games is played with the game apparatus shown in FIG. 1.

FIG. 4 is an illustrative view showing one example of a memory map of aRAM shown in FIG. 2.

FIG. 5 is an illustrative view showing one example of a case that arecognition result of a handwritten input is large-displayed (displayedas a settled answer).

FIG. 6 is an illustrative view showing one example of a case that arecognition result of a handwritten input is small-displayed (displayedas a note).

FIG. 7 is an illustrative view showing one example of a case that ahandwritten input can be recognized when a history of a second stroke isadded to a history of a first stroke.

FIG. 8 is an illustrative view showing one example of a case that ahandwriting input cannot be recognized even when a history of a secondstroke is added to a history of a first stroke.

FIG. 9 is a flowchart showing an operation when “Sudoku” is played inthe game apparatus of the embodiment shown in FIG. 1 and FIG. 2.

FIG. 10 is a flowchart showing an operation of a handwriting inputprocess in the flowchart shown in FIG. 9.

FIG. 11 is a flowchart showing an operation of the handwriting inputprocess continued from FIG. 10.

FIG. 12 is a flowchart showing the handwriting input process continuedfrom FIG. 11.

FIG. 13 is a flowchart showing the handwriting input process continuedfrom FIG. 12.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring to FIG. 1, a game apparatus 10 of an embodiment of thisinvention also works as an information processing apparatus. The gameapparatus 10 includes a first liquid crystal display (LCD) 12 and asecond LCD 14. The LCD 12 and the LCD 14 are provided on a housing 16 soas to be arranged in a predetermined position in the housing. In thisembodiment, the housing 16 comprises an upper housing 16 a and a lowerhousing 16 b, and the LCD 12 is provided on the upper housing 16 a whilethe LCD 14 is provided on the lower housing 16 b. Accordingly, the LCD12 and the LCD 14 are closely arranged so as to be longitudinally(vertically) parallel with each other.

In addition, although the LCD is utilized as a display in thisembodiment, an EL (Electronic Luminescence) display and a plasma displaymay be used in place of the LCD.

As can be understood from FIG. 1, the upper housing 16 a has a planeshape slightly larger than a plane shape of the LCD 12, and has anopening formed so as to expose a display surface of the LCD 12 from onemain surface thereof. On the other hand, a plane shape of the lowerhousing 16 b is oblonger than the upper housing 16 a, and has an openingformed so as to expose a display surface of the LCD 14 at anapproximately center of the horizontal direction. At the left of the LCD14 on the lower housing 16 b is provided a power switch 18.

Also, on the upper housing 16 a, sound release holes 20 a and 20 b forspeakers 36 a and 36 b (FIG. 2) are provided, sandwiching the LCD 12side by side. Then, on the lower housing 16 b, a microphone hole 20 cfor a microphone (not illustrated) is provided, and the operating switch22 (22 a, 22 b, 22 c, 22 d, 22 e, 22L and 22R) is provided.

In addition, the upper housing 16 a and the lower housing 16 b arerotatably connected at a lower side (lower edge) of the upper housing 16a and a part of an upper side (upper edge) of the lower housing 16 b.Accordingly, in a case of not playing a game, for example, if the upperhousing 16 a is rotatably folded such that the display surface of theLCD 12 and the display surface of the LCD 14 are face to face with eachother, it is possible to prevent the display surface of the LCD 12 andthe display surface of the LCD 14 from being damaged such as a flaw,etc. However, the upper housing 16 a and the lower housing 16 b are notnecessarily rotatably connected with each other, and may alternativelybe provided integrally (fixedly) to form the housing 16.

The operating switch 22 includes a direction designating switch (crossswitch) 22 a, a start switch 22 b, a select switch 22 c, an actionswitch (A button) 22 d, an action switch (B button) 22 e, an actionswitch (L button) 22L, and an action switch (R button) 22R. The switches22 a are placed at the left of the LCD 14 on the one main surface of thelower housing 16 b. The other switches 22 b-22 g are placed at the rightof the LCD 14 on the one main surface of the lower housing 16 b.Furthermore, the switches 22L and 22R are placed at the left and rightcorners on the upper surface of the lower housing 16 b sandwiching theconnected portion with the upper housing 16 a.

The direction designating switch 22 a functions as a digital joystick,and is utilized for instructing or designating a moving direction of aplayer character (or player object) to be operated by a player andinstructing or designating a moving direction of a cursor, and so forthby operating any one of four depression portions. The start switch 22 bis formed by a push button, and is utilized for starting (restarting),temporarily stopping (pausing) a game, and so forth. The select switch22 c is formed by the push button, and utilized for a game modeselection, etc.

The action switch 20 d, that is, the A button is formed by a pushbutton, and allows the player character to perform an arbitrary action,except for instructing the direction, such as hitting (punching),throwing, holding (acquiring), riding, jumping, etc. For example, in anaction game, it is possible to apply an instruction of jumping,punching, moving weapon, etc. In a role-playing game (RPG) and asimulation RPG, it is possible to apply an instruction of obtaining anitem, selecting and determining weapon or command, etc. The actionswitch 22 e, that is, the B button is formed by a push button, and isutilized for changing a game mode selected by the select switch 22 c,canceling an action determined by the A button 22 d, and so forth.

The action switch 22L (left depression button) and the action switch 22R(right depression button) are formed by push buttons, and the leftdepression button (L button) 22L and the right depression button (Rbutton) 22R are utilized for performing the same operation as the Abutton 22 d and the B button 22 e, and are also utilized for asubsidiary operation of the A button 22 d and the B button 22 e.

In addition, on a top surface of the LCD 14, a touch panel 24 isprovided. As the touch panel 24, any one of kinds of a resistance filmsystem, an optical system (infrared ray system) and an electrostaticcapacitive coupling system, for example, can be utilized. In response toan operation by depressing, stroking, touching, and so forth(hereinafter, simply referred to as “depressing”) with a stick 26, a pen(stylus pen), or a finger (hereinafter, referred to as “stick or thelike 26”) on a top surface of the touch panel 24, the touch panel 24detects coordinates of the operated position by the stick or the like 26to output coordinates data corresponding to the detected coordinates.

In addition, in this embodiment, a resolution of the display surface ofthe LCD 14 is 256 dots×192 dots, and a detection accuracy of the touchpanel 24 is also rendered as 256 dots×192 dots in correspondence to theresolution of the display surface (this is true for the LCD 12).However, the detection accuracy of the touch panel 24 may be lower thanthe resolution of the display surface, or higher than it.

Different game screens may be displayed on the LCD 12 and the LCD 14.For example, in a racing game, a screen viewed from a driving seat isdisplayed on the one LCD, and a screen of entire race (course) may bedisplayed on the other LCD. Furthermore, in the RPG, characters such asa map, a player character, etc. are displayed on the one LCD, and itemsbelonging to the player character may be displayed on the other LCD.Furthermore, a game play screen may be displayed on the one. LCD (LCD 12in this embodiment), and a game screen (operation screen) includingdiagram information, an icon, etc. for operating the game may bedisplayed on the other LCD (LCD 14 in this embodiment). Furthermore, byutilizing the two LCD 12 and LCD 14 as one screen, it is possible todisplay a large monster (enemy character) to be defeated by the playercharacter.

Accordingly, the player is able to point a character image such as aplayer character, an enemy character, an item character, diagraminformation, an icon, etc. to be displayed on the screen of the LCD 14and select commands by operating the touch panel 24 with the use of thestick or the like 26. Furthermore, it is possible to change thedirection of a virtual camera (viewpoint) provided in thethree-dimensional game space, and it is possible to instruct thescrolling (gradually moving display) direction of the game screen (map).

In addition, depending on the kind of the game, the LCD 14 can be usedfor other various input instructions, such as selecting or operating theicon displayed on the LCD 14, instructing a coordinate input,handwriting input of characters, numerals, and symbols, and so forth.

Thus, the game apparatus 10 has the LCD 12 and the LCD 14 as a displayportion of two screens, and by providing the touch panel 24 on an uppersurface of any one of them (LCD 14 in this embodiment), the gameapparatus 10 has the two screens (12, 14) and the operating portions(22, 24) of two systems.

Furthermore, in this embodiment, the stick or the like 26 can beinserted into a housing portion (shown by dotted lines in FIG. 1)provided on the lower housing 16 b, for example, and taken out therefromas necessary. However, in a case of preparing no stick 26, it is notnecessary to provide the housing portion.

Also, the game apparatus 10 includes a memory card (or cartridge) 28.The memory card 28 is detachable, and inserted into a loading slot 30(shown by dotted lines in FIG. 1) provided on a rear surface or a loweredge (bottom surface) of the lower housing 16 b. Although omitted inFIG. 1, a connector 32 (see FIG. 2) is provided at a back portion of theloading slot 30 for connecting a connector (not shown) provided at anend portion of the memory card 28 in the loading direction, and when thememory card 28 is loaded into the loading slot 30, the connectors areconnected with each other, and therefore, the memory card 28 isaccessible by a CPU core 34 (see FIG. 2) of the game apparatus 10.

Although not illustrated in FIG. 1, the speakers 36 a and 36 b (see FIG.2) are provided at positions corresponding to the sound release holes 20a and 20 b inside the upper housing 16 a.

Furthermore, although omitted in FIG. 1, a battery accommodating box isprovided on a rear surface of the lower housing 16 b, for example, and avolume switch, an external expansion connector, an earphone jack, etc.are provided on a bottom surface of the lower housing 16 b.

FIG. 2 is a block diagram showing an electrical configuration of thegame apparatus 10. Referring to FIG. 2, the game apparatus 10 includesan electronic circuit board 38, and on the electronic circuit board 38,circuit components such as a CPU core 34, etc. are mounted. The CPU core34 is connected to the connector 32 via a bus 40, and is connected witha RAM 42, a first graphics processing unit (GPU) 44, a second GPU 46,and an input-output interface circuit (hereinafter, referred to as “I/Fcircuit”) 48, an LCD controller 50.

The connector 46 is detachably connected with the memory card 28 asdescribed above. The memory card 28 includes a ROM 28 a and a RAM 28 b,and although illustration is omitted, the ROM 28 a and the RAM 28 b areconnected with each other via a bus and also connected with a connector(not shown) to be connected with the connector 32. Accordingly, the CPUcore 34 can access to the ROM 28 a and the RAM 28 b as described above.

The ROM 28 a stores in advance programs such as a game program for agame to be executed by the game apparatus 10, a handwritten characterprocessing program, a character recognition program, and in additionthereto, image data (text and character image, background image, itemimage, icon (button) image, message image, etc.), data of the sound(music) necessary for the game (sound data), etc. The RAM (backup RAM)28 b stores (saves) a character recognition result as well as proceedingdata and result data of the game.

In addition, the game apparatus 10 can play a game content decided bythe memory card 28, but also can be utilized besides game playing. Forexample, it can work as an information processing apparatus in which akeyboard or a key figure is displayed on the second LCD 14, and byperforming a touch input (operation) on the touch panel 24 to specifythe key figure, characters, numerals, symbols, etc. (hereinafter,referred to as “character” as a whole) designated by the keyboard or thekey figure can be input. In this case, a program for an informationprocessing is stored in the ROM 28 a in place of the game program.

In addition, in a case of utilizing the game apparatus 10 as theabove-described information processing apparatus, the image to bedisplayed is naturally not a game image, but images of theabove-described keyboard or key figure, a figure of the input character,etc.

The RAM 42 is utilized as a buffer memory or a working memory. That is,the CPU core 34 loads the program, the image data, the sound data, etc.stored in the ROM 28 a of the memory card 28 into the RAM 42, andexecutes the loaded program. The CPU core 34 executes a game processwhile storing data (game data, flag data, etc.) temporarily generated incorrespondence with a progress of the game in the RAM 42.

In addition, the game program, the image data, the sound data, etc. areread from the ROM 28 a entirely at a time, or partially and sequentiallyas necessary so as to be stored (loaded) into the RAM 42.

However, a program as to an application except for the game and imagedata required to execute the application may be stored in the ROM 28 aof the memory card 28. In addition, sound (music) data may be storedtherein as necessary. In such a case, in the game apparatus 10, theapplication is executed.

Each of the GPU 44 and the GPU 46 forms a part of a rendering means, isconstructed by, for example, a single chip ASIC, and receives a graphicscommand (construction command) from the CPU core 34 to generate imagedata according to the graphics command. The CPU core 34 applies an imagegeneration program (included in the game program) required to generatethe image data to both of the GPU 44 and GPU 46.

Furthermore, the GPU 44 is connected with a first video RAM (hereinafterreferred to as “VRAM”) 52, and the GPU 46 is connected with a secondVRAM 54. The GPU 44 and the GPU 46 respectively access the first VRAM 52and the second VRAM 54 to obtain necessary data (image data: characterdata, texture data, etc.) necessary for executing the graphics command.The CPU core 34 writes image data necessary for rendering to the firstVRAM 52 and the second VRAM 54 via the GPU 44 and the GPU 46. The GPU 44accesses the VRAM 52 to generate image data for rendering, and the GPU46 accesses the VRAM 54 to produce image data for rendering.

The VRAM 52 and the VRAM 54 are connected to the LCD controller 50. TheLCD controller 50 includes a register 56, and the register 56 consistsof, for example, one bit, and stores a value of “0” or “1” (data value)according to an instruction of the CPU core 34. The LCD controller 50outputs the image data created by the GPU 44 to the LCD 12, and outputsthe image data created by the GPU 46 to the LCD 14 in a case that thedata value of the register 56 is “0”. On the other hand, the LCDcontroller 50 outputs there image data created by the GPU 44 to the LCD14, and outputs the image data created by the GPU 46 to the LCD 12 in acase that the data value of the register 56 is “1”.

In addition, the LCD controller 50 can directly read the image data fromthe VRAM 52 and the VRAM 54, or read the image data from the VRAM 52 andthe VRAM 54 via the GPU 44 and the GPU 46.

The I/F circuit 48 is connected with the operating switch 22, the touchpanel 24 and the speakers 36 a and 36 b. Here, the operating switch 22is the above-described switches 22 a, 22 b, 22 c, 22 d, 22 e, 22L and22R, and in response to an operation of the operating switch 22, acorresponding operation signal (operation data) is input to the CPU core34 via the I/F circuit 48. Furthermore, coordinates data output from thetouch panel 24 is input to the CPU core 34 via the I/F circuit 48. Inaddition, the CPU core 34 reads from the RAM 42 the sound data necessaryfor the game such as a game music (BGM), a sound effect or voices of agame character (onomatopoeic sound), etc., and outputs it from thespeakers 36 a, 36 b via the I/F circuit 48.

Prior to a detailed description of the embodiment, a description on anumber placement puzzle playable in the embodiment will be made within anecessary range. The number placement puzzle has been well known underthe designation of “Sudoku”, and is one of pencil puzzles to enter anumerical digit from 1 through 9 in each cell of a 9×9 square frame madeup of 3×3 blocks (http://www.nikoli.co.jp/puzzles/ orhttp://ja.wikipedia.org/wiki/, for example).

In addition, numerals have been entered in advance in some cells of 9×9(=81) as a hint, and the goal is to fill in the empty cells from thestate according to some rules below.

(1) Each of the cells in the same row, including a cell to which anumeral has been already given as a question, does not contain the samenumerals, that is, contains the numerals 1-9 exactly once.

(2) Each of the cells in the same column, including a cell to which anumeral has already been given as a question, does not contain the samenumerals, that is, contains the numerals 1-9 exactly once.

(3) Each of the cells of 3×3 subblocks enclosed by bold line, includinga cell to which a numeral has already been given as a question does notcontain the same numerals, that is, contains the numerals 1-9 exactlyonce.

(4) When the total number of cells is 25×25, the numerals 1-25 areutilized, and the subblocks is 5×5. Similarly, when the total number ofcells is 16×16, the numerals 1-16 are utilized, and the subblocks is4×4. The same idea is applied to any number of cells.

FIG. 3 mainly shows how to use each part of the game apparatus 10 shownin FIG. 1 and FIG. 2 when the Sudoku game or the number placement puzzlegame with 3×3 subblocks is played by utilizing it. The game apparatus 10has the first LCD 12 and the second LCD 14 provided on the oppositesurfaces of the foldable housings 16 a and 16 b as described above, andthe second LCD 14 has the touch panel 24 operable by the stick or thelike 26. Then, when the Sudoku game is played, the game apparatus 10 isused in a rotated manner such that the first LCD 12 is left and thesecond LCD 14 is right as a simple one embodiment. However, such usageis arbitrary, in which the first LCD 12 is above and the second LCD 14is below as shown in FIG. 1, and the first LCD 12 is right and thesecond LCD 14 is left in reverse to FIG. 3.

In the above-described state, a game screen 60 is displayed on the firstLCD 12, including cells of a 9×9 grid in which numerals as a question(hint) are displayed or inserted in advance in a plurality of cellsadequately decided. The game screen 60 has 81 cells 62 in total, and thecell denoted by the reference numeral 62A is the cell to which a playercurrently gives an answer. The cell to which a player currently gives ananswer 62A is picked up by one, and enlarged so as to be displayed as acell 62AA on the second LCD 14. More specifically, the game screen 60 isfirst displayed on the second LCD 14, for example, and in that state,the player selects any of the answer cell 62A, and then touches azoom-out button (not illustrated) displayed on the touch panel 24 (LCD14), the state in FIG. 3 prevails in which the enlarged cell 62AA isdisplayed on the second LCD 14, and the game screen 60 is displayed onthe first LCD 12.

The touch panel 24 is set on the second LCD 14, and therefore, the gameplayer inputs by handwriting a note numeral and/or an answer numeral inthe cell 62AA on the touch panel 24 with the use of the stick or thelike 26 to thereby give an answer to the cell 62AA in question. In thisembodiment, inputting by handwriting the note numeral as well as theanswer numeral in the cell 62AA is taken as a part of the feature. Inaddition, the answer numeral is a numeral meaning that the game playerinputs in the cell 62A in question, believing it to be a correct answer,and the note numeral is a numeral which is thought up through thethinking process until he or she reaches an answer numeral and noted. InFIG. 3 embodiment, in the cell 62AA on the touch panel 24, the notenumerals of “4”, “8”, “7” and “6” are displayed by a smaller character.The answer numeral has not been input yet, but is displayed in a largermanner to such a degree so as to cover the almost entire of the cell62AA while the note numeral is displayed in a smaller manner. Whengiving an answer to the cell 62A in question, the player inputs numeralswhich he thinks up as the note numeral. Nine (9) note numerals can bedisplayed at the maximum, and if one of the note numerals is adopted asan answer numeral, the applicable number is input by handwriting in alarge manner as an answer numeral, and then, a settlement processdescribed later is performed. When one of the note numerals is decidedas an answer numeral in the settlement process, the answer numeral isentire-displayed or large-displayed.

In addition, arrows directed from four (4) sides of the enlarged cell62AA in the four directions are illustrated in FIG. 3, and these arrows63U, 63D, 63L and 63R function as a scroll button in order to selectother cells adjacent to each of the directions. For example, when thescroll button 63U is touched, the cell adjacent to the current cell 62Ain the upper direction is selected as an enlarged cell 62AA. Forexample, when the scroll button 63D is touched, the cell adjacent to thecurrent cell 62A in the lower direction is selected as an enlarged cell62AA, and when the scroll button 63L is touched, the cell adjacent tothe current cell 62A in the left direction is selected as an enlargedcell 62AA. Additionally, when the scroll button 63R is touched, the celladjacent to the current cell 62A in the right direction selected as anenlarged cell 62AA. At this time, if the answer numeral islarge-displayed in the enlarged cell 62AA before scrolling, such ascrolling process is applied to the above-described settlement process.

As to the cell 62A in question, when an answer numeral is input to thecell for handwriting input 62AA by the player, the CPU core 34 (FIG. 2)examines or determines whether or not the answer numeral is correct bychecking reference data set in advance in the game program describedlater against the answer numeral. However, such a game determination(determination whether the answer is correct or not) may be performedevery time that the answer numeral is settled like the embodiment, andmay also be performed all at once after answer numerals are settled withrespect to all the empty cells. That is, the present invention is notexclusive to either of the method.

Here, referring to FIG. 4, a description will be made on the memory mapof the RAM 42 shown in FIG. 2. In the RAM 42, a program storage area 42a and a data storage area 42 b are formed. In the former, a game program42 a 1, a handwritten input processing program 42 a 2, and a characterrecognition program 42 a 3 are stored in this embodiment. The gameprogram 42 a 1 is a program for performing the Sudoku game as describedabove, and shown in detailed in a flowchart described later. Thehandwritten input processing program 42 a 2 is a program for fetching atrack or locus of the stroke in the cell 62AA of the touch panel 24handwritten by the player as described above. In addition, “Stroke”means a successive input locus from touching the touch panel 24 with thestick or the like 26 (touch-on) to releasing it (touch-off). Thecharacter recognition program 42 a 3 is a so-called “recognitionengine”, and a program to identify or recognize which character(numeral) is the character input by handwriting at that time on thebasis of the data of the stroke as the above-described manner.

The data storage area 42 b includes a handwritten data storing area 42 b1, and in the handwritten data storing area 42 b 1, the handwritten dataof the first stroke, the handwritten data of the second stroke, thehandwritten data of the third stroke, the handwritten data of the n-thstroke are temporarily stored. The handwritten data is typically a trackor locus of each stroke (position data on the touch panel 24 fetched perunit of one or appropriate number of frames). As described later, thedetermination whether the player inputs by handwriting theabove-described note numeral or the answer numeral is basicallyperformed based on the small and large of the stroke. That is, for asmall stroke, it is determined that a note numeral is input, and for alarge stroke, it is determined that an answer numeral is input. Inaddition, as described above, for the answer numeral, this islarge-displayed, and for the note numeral, this is small-displayed, butthe display position of the note numeral to be small-displayed isdecided in relation to the position of the handwritten input for thenote numeral in the embodiment (specifically, on the basis of theposition of the midpoint of the handwriting input region). Furthermore,the note numerals up to maximum of nine (9) can be handwritten in theembodiment, and therefore, unless the note numeral is overwritten, theposition in which one note numeral is small-displayed is any one of thenine (9) regions in the cell 62AA.

With referring to the handwritten data for each stroke recorded in thehandwritten data storing area 42 b 1, it is possible to know the size,large and small, of the input region as a reference to determine whetherthe input character is the note numeral or the answer numeral, themidpoint of the input region as a basis of the display position of thenote numeral, etc. as well as the input locus of the stroke.

The data storage area 42 b further includes a handwritten image storingarea 42 b 2. The handwritten image storing area 42 b 2 is an area totemporarily store the locus data included in the handwritten data whenrecognition is made by the character recognition program 42 a 3.

The recognition processing result storing area 42 b 3 is an area tostore the result of the recognition process performed by the characterrecognition program 42 a 3 on the basis of the locus data recorded inthe handwritten image storing area 42 b 2. The recognition processingresult includes one or more candidate numerals recognizable by the locusdata, and scores (points) of each of the candidate numerals. Then, thecandidate having a score value which is equal to or more than apredetermined value and the largest in number is recognized oridentified as the numeral input at that time.

The data storage area 42 b further includes a stroke counter 42 b 4, andthe stroke counter 42 b 4 is an area to count the number of strokes whena handwritten input is performed. For numerals, “1”, “2”, “3”, “6”, “8”and “9” are one-stroke character (characters writable by one stroke)while “4” and “5” are a two-stroke character (characters being apt to bewritten by two strokes). However, “7” can be determined to be theone-stroke character and two stroke-character. Thus, in order todetermine whether the input character is the one stroke-character ortwo-stroke character, the count value of the stroke counter 42 b 4 isutilized.

A display image storing area 42 b 5 and a character and image data fordisplay storing area 42 b 6 are areas to store display data as a bitmap. The display image storing area 42 b 5 stores a display image as abitmap image when a character cannot be recognized by the characterrecognition engine 42 a 3 and in a case that the handwritten characteris displayed as it is, for example.

The game screen/character image data storing area 42 b 6 stores aplurality of game screens 60 as bitmap data as shown in FIG. 3 eachincluding a 9×9 grid with 3×3 subblocks, for example, and each havingdifferent arbitrary cells 62 in which numerals as a hint are imbeddeddepending on each question number. Each of the plurality of game screensis applied with the question number. The game screen/character imagedata storing area 42 b 6 further stores a character font as a bitmapdata in a case that a resultant character recognized by the recognitionengine 42 a 3 is large-displayed or small-displayed.

A small-display region data storing area 42 b 7 is an area to store datafor deciding a display position or a display area in a case that thenote numeral is small-displayed. Specifically, also stored is dataindicative any one of nine (9) regions I-IX indicating in which regionin the cell 62AA (FIG. 3) the note numeral is input by handwriting wheninputting the note numeral by handwriting.

As described above, since the determination whether the player inputs byhandwriting the notes numeral or the answer numeral is performed inassociation with the size of the stroke, a handwriting region sizedetermining data storing area 42 b 8 stores reference data or standarddata (threshold values L1 and L2, etc. in the Equation 4 describedlater) to determine the size of the stroke, that is, the size of thehandwriting region.

Furthermore, a large-display determining data storing area 42 b 9 storesreference data or standard data to determine whether the recognitionresult of the numeral input by handwriting is to be large-displayed orsmall-displayed.

Finally, a flag area 42 b 10 is an area to store appropriate flags, suchas a touch-on flag. The touch-on flag is a flag to store a touch-onstate that a player's finger or the stick or the like 26 touches thetouch panel 24.

As described above, in this embodiment, numerals to fill in the cells ofthe Sudoku game are input by handwriting, and in association with thesize of the handwriting region (stroke), whether the numeral input byhandwriting is the note numeral or the answer numeral is determined.Hereafter, with reference to FIG. 5-FIG. 8, an outline of recognition ofthe numeral by such a handwritten input and the display of therecognition result are described.

FIG. 5 illustratively shows one example of a method of determiningwhether or not the numeral as a recognition result is large-displayed inthe cell 62AA shown in FIG. 3. The cell 62AA is a square or a rectangleas shown in FIG. 5(A). Then, it is assumed that the coordinates of thestarting point of the stroke, that is, the touch-on position is (xi1,yi1), and the coordinates of the endpoint of the stroke, that is, thetouch-off position is (xi2, yi2). It is assumed that the locus data(position data per unit of time) of the stroke being successive from thestarting point to the endpoint are (x1, y1), (x2, y2), . . . (xn, yn).Such locus data are stored in the handwritten data storing area 42 b 1shown in FIG. 4 for each stroke. Furthermore, it is assumed that withinthe cell 62AA, the upper end and lower end in the vertical direction ofthe large-display region (illustrated by dotted lines in FIG. 5) bywhich it is determined whether or not to be large-displayed are YS1 andYS2, the left end and right end in the horizontal direction thereof arebe XS1 and XS2. The large-display area data XS1, XS2, YS1, and YS2 arestored in the large-display determining data storing area 42 b 9 in FIG.4 as a part of the large-display determining data. These data are set tothe area 42 b 9 as a default value by any one of the game program 42 a 1and the handwritten input processing program 42 a 2.

On the above-described assumption, the handwriting region (region to beformed of the handwritten input) can be represented by the equation 1according to the handwritten data stored in the handwritten data storingarea.(xi1,yi1)−(xi2,yi2)  [Equation 1]

Then, the midpoint coordinates (xim, yim) of the handwriting region (thecenter of gravity of the rectangle circumscribing the handwriting inputregion) can be represented by the Equation 2 by use of the handwritingregion data.(xim,yim)=((xi1+xi2)/2,(yi1+yi2)/2)  [Equation 2]

When the midpoint position of the handwriting region is within thelarge-display area, and the handwriting region is above a certain degreeof size, that is, when the conditions of the Equation 3 and the Equation4 are satisfied, the numeral as a handwritten character recognitionresult is large-displayed in the cell 62AA as shown in FIG. 5(B).XS1<xim<XS2 and YS1<yim<YS2  [Equation 3]|xi2−xi1|>L1 or |yi2−yi1|>L2  [Equation 4]

The L1 and L2 are threshold values.

In addition, the threshold values L1, L2 in the Equation 4 are stored asdata for determining the size of the handwriting region in thehandwriting region size determining data storing area 42 b 8 shown inFIG. 4.

Then, in FIG. 5 example, a result of determination for the handwrittencharacter that is input such that the condition in the Equation 1 issatisfied in FIG. 5(A) is “2”, and therefore, “2” is large-displayed ina whole area of the cell 62AA by a character font in FIG. 5(B).

FIG. 6 illustratively shows a case that a handwritten character issmall-displayed when the recognition result of the handwritten characteris a note numeral. When the handwritten character does not satisfy thelarge-display condition in the above-described Equation 1, thehandwritten character at that time is determined to be a note numeral.The nine (9) regions I-IX to small-display the note numeral is shown inFIG. 6(A). In the illustrated example, the cell 62AA is partitioned intosmall-display regions I-IX of 3×3, and as to each of the regions I-IX,when the above-described midpoint coordinates (xim, yim) of thehandwritten region is within the range (X1<xim<X2, Y3<yim<Y4), theregion I is determined, similarly, when the midpoint coordinates (xim,yim) is within the range of (X1<xim<X2, Y2<yim<Y3), the region II isdetermined, and when the midpoint coordinates (xim, yim) is within therange of (X1<xim<X2, Y1<yim<Y2), the region III is determined. When themidpoint coordinates (xim, yim) is within the range of (X2<xim<X3,Y3<yim<Y4), the region IV is determined, when the midpoint coordinates(xim, yim) is within the range of (X2<xim<X3, Y2<yim<Y3), the centerregion V is determined, and when the midpoint coordinates (xim, yim) iswithin the range of (X2<xim<X3, Y1<yim<Y2), the region VI is determined.When the midpoint coordinates (xim, yim) is within the range of(X3<xim<X4, Y3<yim<Y4), the region VII is determined, when the midpointcoordinates (xim, yim) is within the range of (X3<xim<X4, Y2<yim<Y3),the region VIII is determined, and when the midpoint coordinates (xim,yim) is within the range of (X3<xim<X4, Y1<yim<Y2), the region IX isdetermined.

Which region of the handwritten regions the midpoint coordinates of thehandwritten region belongs to at that time is stored as thesmall-display region data in the small-display region data storing area42 b 7 (FIG. 4).

Then, in FIG. 6 example, a recognition result of the handwrittencharacter is input without satisfying the condition in the Equation 1 is“2”, and the midpoint coordinates (xim, yim) at that time belongs to thearea I in FIG. 6(A), and therefore. “2” is small-displayed by thecharacter font in the area I within the cell 62AA in FIG. 6(B).

Referring to FIG. 7, FIG. 7 is an illustrative view showing one exampleof a case that that a handwritten input can be recognized when a locusof a second stroke is added to a locus of a first stroke to make acharacter recognition for a handwritten input by two strokes. “7” may bewritten by one stroke, but not a few people writes it by two strokes (inthe United States and Europe, some may add a point like “\” to thevertical line of the “7”). Here, it is assumed that “7” is handwrittenby a short vertical line of the first stroke (shown by the dotted linein FIG. 7(A)) and the horizontal and vertical lines of the secondstroke.

In this embodiment, when a character recognition is performed on thelocus of the first stroke along with the locus of the second strokeshown in FIG. 7(A), if a recognition rate (score) is equal to or morethan the predetermined value, and the numeral is a numeral generallywritable by two strokes such as “4”, “5”, and “7”, whether the numeralrecognized at that time is large-displayed (entire-display) orsmall-displayed is determined depending on the size of the second strokehandwritten input region.

That is, when the second stroke is above a certain degree of size,specifically, when the second stroke is larger than the size shown inthe Equation 3 (|xi2−xi1|>L1 or |yi2−yi1|>L2), the recognized numeral(“7” in the shown example) is entire-displayed in the cell 62AA by thecharacter font as shown in FIG. 7(B).

However, when the second stroke handwritten region is not so large, therecognized numeral (“7”) is small-displayed in the region to which thefirst stroke belongs (the region I in the drawing) by the character fontas shown in FIG. 7(C). A fact that the second stroke is not so largeindicates that the player intends to input by handwriting a notenumeral, and in this case, the numeral is displayed in the region towhich the first stroke belongs.

FIG. 8 shows an example case that only a score smaller than therecognition rate (score) based on only the first stroke is obtained whena character recognition is performed based on both of the locus of thefirst stroke and the locus of the second stroke. In the embodiment, inthis case, the character recognition is made only by the locus of thesecond stroke. Accordingly, in this case, according to FIG. 5 or FIG. 6,the numeral capable of being recognized at that time is large-displayedor small-displayed.

In FIG. 8(A), the locus of the first stroke can be recognized as “1”with above the certain degree of recognition rate (score), but when theloci combining the first stroke and the second stroke is compared withthe locus of only the second stroke, the score value becomes smallerthan the score value “3” as to the second stroke, and thus, therecognition is made only by the second stroke to identify it as “3”. Atthis time, the midpoint coordinates of the second stroke belongs to theregion VIII, and therefore, the recognized numeral “3” issmall-displayed in the region VIII by the character font.

As described above, according to this embodiment, depending on the sizeand position of the handwritten input region on the touch panel 24, itis possible to automatically determine whether or not the numeral inputby handwriting at that time is the answer numeral to be large-displayedor the note numeral to be small-displayed. This makes it possible forthe game player to naturally input according to intuitive human senseswithout discriminating the handwriting input of the answer numeral andthe handwriting input of the note numeral. Taking into account that suchthe handwritten input processing and the character recognition, adescription is made mainly on the operation of the CPU core 34 (FIG. 2)when the Sudoku puzzle game is performed in the embodiment according tothe game program 42 a 1 (FIG. 4) with reference to the flowcharts inFIG. 9-FIG. 13.

In a first step S1 in FIG. 9, the CPU core 34 reads a puzzle screen(game screen 60: FIG. 3) from the game/character image storing area 42 b6 according to the game program, and displays it first on the second LCD12. Then, in a next step S3, the CPU core 34 determines whether or notany empty cell in the game screen 60 is touched by a game player on thebasis of the data from the touch panel 24, that is, the I/F circuit 48(FIG. 2). If any of the empty cell is touched, it is determined that thecell is selected in the step S3, and the process proceeds to a step S5while if “NO” is determined, it is waited until a cell is selected.

In the step S5, the CPU core 34 moves the game screen 60 previouslydisplayed on the second LCD 14 to the first LCD 12 to display theselected empty cell in the enlarged manner on the second LCD 14. Thestate that the process so far is performed is the state in FIG. 3. Thatis, in the step S5, as shown in FIG. 3, the entire game screen 60 isdisplayed on the first LCD 12, and the enlarged cell 62AA in question isdisplayed on the second LCD 14.

Next, the game player inputs by handwriting a numeral on the touch panel24 with the use of the stick or the like 26. At this time, the CPU core34 fetches handwritten input data according to the handwritten inputprocessing program 42 a 2. However, if the player does not input byhandwriting a numeral after lapse of a constant time period, if “YES” isdetermined in a step S9.

If “YES” is determined in the step S9, the CPU 34 resets the strokecounter 42 b 4 (FIG. 4) to “0” in a step S111, and the CPU core 34determines whether or not the player performs an operation forcontinuing the same puzzle in a step S13. If “YES” is determined, theCPU core 34 next updates the game screen in a step S15. At a fact that“NO” is determined in the step S13 and “NO” is also determined in thestep S15 means that the game player ends the game, and the game will beended at that time.

Any touch input is present in a step S7, and thus, “NO” is determined inthe step S9, but if the operation is an operation to select anothercell, it is determined that an answer to the cell selected in the stepS3 is not given, and then, the process proceeds to the next step S11through a step S17.

If the player inputs the numeral by handwriting within the constant timeperiod of the step S5, the handwritten input processing in the step S7is executed.

Here, a description on the handwritten input processing in the step S7is made in detail with reference to FIG. 10-FIG. 13.

In a first step S101 in FIG. 10, the CPU core 34 determines whether ornot a touch-on state has come in response to the touch panel 24 beingtouched with the stick or the like 26 and the touch-on flag in the flagarea 42 b 10 (FIG. 4) being turned on. If “NO” is determined, theprocess returns to the step S9 in FIG. 9. If “YES” is determined, in anext step S103, the data of the input locus from the touch panel 24 isstored as the first stroke data of the handwritten data storing area 42b 1 (FIG. 4). The recording of the handwritten input data is continueduntil a touch-off is detected in a step S105. The handwritten input isfor the first stroke, and therefore, the input locus data is, of course,recorded in the first stroke region in the area 42 b 1.

In a following step S107, the CPU core 34 determines whether or not thehandwritten input described above is for the first stroke, that is,whether or not the stroke counter 42 b 4 is “0”. As described above, thestroke at this time is the first stroke, and therefore, “YES” isdetermined in the step S107, and in a succeeding step S109, the CPU core34 executes a character recognition process by the character recognitionprogram 42 a 3.

Then, in a step S111, the CPU core 34 receives a character recognitionresult, that is, a recognized character candidate and a recognition rateof each candidate (score value). Accordingly, in the step S111, theresult is recorded in the recognition result storing area 42 b 3.

In a succeeding step S113, the CPU core 34 calculates a handwrittenregion on the basis of the locus data of the first stroke temporarilystored in the handwritten data storing area 42 b 1 according to theaforementioned Equation 1. On one hand, in a step S115, the CPU core 34calculates the midpoint coordinates, that is, the reference coordinatesof the handwritten region calculated in the step S113 according to theaforementioned Equation 2.

Next, the CPU core 34 determines the midpoint coordinates, that is, thereference coordinates (xim, yim) is within the predetermined area, thatis, within the large-display region (dotted lines in FIG. 5) on thetouch panel 24 by calculating according to the Equation 3 in a stepS117. If the midpoint coordinates is within the large-display area, in asucceeding step S119, the CPU core 34 determines whether or not thehandwritten region is above the certain degree of size according to theEquation 4. That is, it is determined whether or not the length of thehandwritten region in the horizontal direction is more than a thresholdvalue L1, or whether or not the length of the handwritten region in thevertical direction is more than a threshold value L2.

That “YES” is determined in each of the both steps S117 and S119 meansthat the locus of the first stroke is handwritten in the large-displayregion above the certain degree of size. This means, for example, theanswer numeral shown in FIG. 5 is handwritten. Accordingly, in thiscase, in a next step S121, it is determined whether or not thehandwritten input is recognized on the basis of the recognized candidateand the score value fetched in the preceding step S111. If there is acandidate having the recognition rate, that is, the score value abovethe predetermined value is present, “YES” is determined in the stepS121. If “YES” is determined in the step S121, the recognized numeral(the recognized candidate having the largest score value is identifiedas a recognized numeral) is large-displayed by the character font in thecell 62AA (FIG. 3) displayed on the second LCD 14 in an enlarged mannerin a step S123.

In addition, after the step S123, the CPU core 34 increments the strokecounter 42 b 4 (FIG. 4) in a step S124. This is because that it isnecessary to prepare for a case that “1” and “L”, for example, arewritten to thereby recognize or identify “4”.

When “NO” is determined in the step S121, it is determined that thehandwritten input at this time is the first stroke of the numeral whichis made up of two strokes, in a step S125, a handwritten image generatedand stored in the handwritten image storing area 42 b 2 (FIG. 4) at atime that the handwritten input data of the first stroke was beingrecorded in the step S103 is displayed on the second LCD 14, and thestroke counter 42 b 4 is incremented by one (+1) in preparation for thehandwritten input of the second stroke in the step S117. Then, theprocess returns to the step S101 (FIG. 10).

If “NO” is determined in either one or both of the steps S117 and S119,a note numeral as shown in FIG. 6 may be input, and therefore, in a nextstep S129, the CPU core 34 determines which regions I-IX shown in FIG. 6the midpoint coordinates (xim, yim) of the handwritten input region atthat time belongs to, and stores it in the small region data storingarea 42 b 7 (FIG. 4).

Then, in a successive step S131, the CPU core 34 determines whether ornot the small-displayed handwritten input can be recognized in the samemanner as the step S121. If “YES” is determined, the handwrittencharacter recognized at this time is the note numeral, and in a nextstep S133, the CPU core 34 small-displays the recognized character(numeral) in the region previously specified in the step S129 as shownin FIG. 6.

In addition, after the step S133, the CPU core 34 increments the strokecounter 42 b 4 (FIG. 4) in a step S134. This is because that it isnecessary to prepare for a case that “1” and “L”, for example, arewritten to thereby recognize or identify them as “4”.

If “NO” is determined in the step S131, it is determined the handwritteninput at this time is a first stroke of the numeral being made of up twostrokes, and a handwritten image generated and stored in the handwrittenimage storing area 42 b 2 (FIG. 4) at a time when the handwriting inputdata of the first stroke was being recorded in the step S103 isdisplayed on the second LCD 14 in a step S135, and the stroke counter 42b 4 is incremented by one (+1) in preparation for the handwriting inputof the second stroke in a step S137. Then, the process returns to thestep S101 (FIG. 10).

Thus, if the handwritten input of the first stroke can be recognized asan answer numeral or a note numeral, the numeral is large-displayed orsmall-displayed as shown in FIG. 5 or FIG. 6, but if it is determinedthat the handwritten input at that time is not the first stroke in thestep S107 in FIG. 10, the process proceeds to a step S139 shown in FIG.12. Hereafter, a “current stroke” essentially means a stroke of thesecond stroke, and a “previous stroke” means that a stroke of the firststroke.

In the step S139, a handwritten region of the second stroke iscalculated according to the handwritten data of the current strokestored as second stroke data in the handwritten data storing area 42 b 1in the step S103 according to the Equation 1 similarly to the step S113.Then, in a step S141, the midpoint coordinates (reference coordinates:xim, yim) of the handwritten region of the second stroke is calculated.

In a succeeding step S143, the CPU core 34 performs a characterrecognition process according to the character recognition program 42 a3 on both the locus data of the first stroke and the locus data of thesecond stroke stored in the handwritten data storing area 42 b 1.Thereafter, the CPU core 34 receives a character recognition result,that is, the recognized character candidate and a recognition rate(score value) for each candidate in a step S145. Accordingly, in thestep S145, the result is recorded in the recognition result storing area42 b 3.

In a next step S147, the CPU core 34 determines whether or not therecognition rate is equal to or more than the predetermined value andthe recognized candidate is “4”, “5” or “7” (numerals basically made upof two strokes). At this time, the determination of “YES” means thecurrent stroke is valid as the second stroke, and the determination of“NO” means that the current stroke had better not be determined as thesecond stroke.

If the current stroke is valid as the second stroke, “YES” is determinedin the step S147, and therefore, the process proceeds to a step S149. Inthe step S149, it is determined whether or not the current stroke, thatis, the handwritten region of the second stroke is above a certaindegree of size (Equation 4).

A fact that “YES” is determined in the step S149 means that the locus ofthe second stroke is handwritten above a certain degree of size, andthat the answer numeral made up of two strokes is handwritten like aFIG. 7(B) example. Accordingly, in this case, in a next step S151, it isdetermined whether or not the handwritten input is recognized on thebasis of the recognized candidate and the score value fetched in thepreceding step S145. If a candidate having the recognition rate, thatis, the score value being equal to or more than the predetermined valueis present, “YES” is determined in the step S151. If “YES” is determinedin the step S151, the recognized numeral is large-displayed in the cell62AA which is displayed in an enlarged manner on the second LCD 14 in astep S153. Then, after the completion of the step S153, due to the samereason as the step S124, the CPU core 34 increments the stroke counter42 b 4 (FIG. 4) in a step S154.

If “NO” is determined in the step S151, it is determined that thehandwritten input (current stroke) at this time is a first stroke of thenumeral made up of two strokes, in a step S155, the handwritten image ofthe current stroke stored in the handwritten image storing area 42 b 2(FIG. 4) is displayed on the second LCD 14, and in a step S157, thestroke counter 42 b 4 is set to “1” as a preparation to the successivehandwritten inputs, and then, the process returns to the step S101 (FIG.10).

In the preceding step S149, when “NO” is determined, the note numeralmade up of two strokes like FIG. 8(C), for example, may be input, theCPU core 34 determines whether or not the character input by handwritingwith two strokes can be recognized in a next step S161. If “YES” isdetermined, the handwritten character recognized at this time is thenote numeral, and the CPU core 34 small-displays the recognizedcharacter (numeral) in the region of the first stroke previouslyspecified in the step S129 as shown in FIG. 8(C) in a next step S163.Here, the reason why the note character is small-displayed not in thesecond stroke region but in the first stroke region is that the positionof the first stroke is prioritized to thereby make the processingsimple, and to respect for player's intention (intend to write the notenumeral in the position of the first stroke).

Then, due to the same reason as the step S134, after completion of thestep S163, the CPU core 34 increments the stroke counter 42 b 4 in astep S164.

In addition, when “NO” is determined in the step S161, it is determinedthat the handwritten input (current stroke) at this time is a firststroke of the numeral made up of two strokes, in a step S165, thehandwritten image of the current stroke stored in the handwritten imagestoring area 42 b 2 (FIG. 4) is displayed on the second LCD 14, and in astep S167, the stroke counter 42 b 4 is set to “1” in preparation forsuccessive handwritten inputs. Then, the process returns to the stepS101 (FIG. 10).

So far, referring to FIG. 10 and FIG. 11, a description was made on thelarge-display of the answer numeral and the small-display of the notenumeral when a handwritten input by one stroke is made. In addition,referring to FIG. 12, a description was also made on the large-displayof the answer numeral and small-display of the note numeral when thenumeral is made up of two strokes of the handwritten input. However, if“NO” is determined in the step S147 in FIG. 12, that is, when acharacter recognition is performed on the locus data of the first strokeand the locus data of the second stroke together, if the recognitionrate (score value) above the predetermined value is not obtained, or ifthe recognized candidate having a high score value is not a numeralwhich is essentially made up of two strokes (“4”, “5”, “7”), there is apossibility that another note numeral is overwritten, or the handwritingis performed in the position separately from the previous stroke. Thus,in this case, in the step S169 in FIG. 13, the character recognition isperformed by only the handwritten data of the current stroke in thisembodiment.

That is, in the step S169, a character recognition process is executedonly by the input locus of the current stroke. Then, in a step S171, theCPU core 34 determines whether or not the recognition rate only by thecurrent stroke is smaller than the recognition rate (step S145)including the previous stroke. If “YES” is determined in the step S171,the process returns to the step S117 in FIG. 11. Therefore, in thiscase, examples of FIG. 5 or FIG. 6 may occur.

However, if “YES” is determined in the step S171, the CPU core 34determines whether or not the current stroke and the previous stroke arein the same region in a succeeding step S173. Then, if “YES” in the stepS173, the recognition result recognized in the step S143 is displayed inthe same position and size as the previous stroke in a step S177. Thatis, the recognition result is small-displayed in the region of theprevious stroke as the note numeral. The note numeral in this case wasnot made up of two strokes or was made up of two strokes, but did nothave the recognition rate (score) above the predetermined value.

That “NO” is determined in the step S173 means that the current strokeand the previous stroke are performed in the different region, and inthis case, in a step S175, it is determined whether or not the currentstroke is above a certain degree of size (Equation 4). If “YES” in thestep S175, the numeral recognized at this time (which is not the numeralbasically made up of two strokes (“4”, “5”, “7”) is large-displayed inthe cell 62AA in a step S179.

Thus, FIG. 13 shows a small-display and a large-display when there wasan input with two strokes, but the recognized numeral was not thenumeral basically made up of two strokes (“4”, “5”, “7”). Then, aftercompletion of the step S177 or the S179, the process returns to the stepS101.

If“NO” is determined in the step S171, or if“NO” is determined in thestep S175, the current stroke is regarded as a first stroke in bothcases, and then, the process returns to the step S117 in FIG. 11.

Thus, the process in the step S7 shown in FIG. 9 is executed, andaccording to FIG. 10-FIG. 13, depending on whether the numeral input byhandwriting at that time is the answer numeral or the note numeral, thehandwritten numeral is large-displayed or small-displayed on the secondLCD 14.

Then, in a step S19 in FIG. 9, the CPU core 34 determines whether or nota settlement process is executed by the game player. The settlementprocess is a process for settling as an answer numeral the note numeralsmall-displayed in the cell 62AA, and includes various methods. Forexample, as described above, one method is that any one of the scrollarrows 63U, 63D, 63L and 63R shown in FIG. 3 is touched in a state theanswer numeral is large-displayed in the enlarged cell 62AA to therebyselect an adjacent cell. Then, in the step S19, it is determined whetheror not such a settlement process is executed.

In addition when the answer numeral is directly handwritten withoutwriting the note numeral, by touching any one of the scroll arrows 63U,63D, 63L and 63R shown in FIG. 3 in a state the answer numeral islarge-displayed in the cell 62AA and thereby selecting another emptycell, the answer numeral at that time can be settled as an ultimateanswer numeral.

Unless the settlement process is executed in the step S19, the notenumeral is a note numeral as it is, and is small-displayed in anappropriate region in a step S21. Thereafter, the process returns to thestep S7 to execute the handwritten input and the character recognition.

When “YES” is determined in the step S119, the CPU core 34 resets (setto “0”) the stroke counter 42 b 4 (FIG. 4) in preparation for thefollowing handwritten input in a next step S23. Accordingly, the reset(“0”) of the stroke counter 42 b 4 may be a criterion for the presenceor absence of the settlement process.

Then, in a step S25, the CPU 34 determines whether or not the answernumeral on which the settlement process is performed at that time iscorrect with reference to the answer set in correspondence with thequestion in the game program 42 a 1. Next, as a result of thedetermination, whether the answer numeral is correct or wrong isdisplayed on the first LCD 12 and/or the second LCD 14, for example soas to be confirmed by the game player.

Then, the process proceeds to the step S13 to determine whether or notthe same puzzle is continued, and if “YES” is determined, a next emptycell is selected in the next S29, and the process returns to the stepS3.

Furthermore, the playable game in this invention includes any puzzlesfilling in the cells with numerals, characters, or symbols such as sumcross, a crossword puzzle, a skeleton puzzle, a Samunamupure (Sum NumberPlace) (Killer Sudoku), a Union Number Place, etc. as well as gamesfilling up the cells with numerals such as the Sudoku puzzle.Accordingly, in this invention, characters, symbols as well as numeralslike the embodiments can be input. However, in the claims and otherportions, in order to avoid complexity, “character” as a representativeexample is used and therefore, it is to be understood that the term“character” is a concept including numerals and symbols.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

1. A game apparatus for playing a game to fill in cells with characters,the game apparatus including non-transitory memory storing instructionsexecuted by a processor, the instructions when executed by the processorcause the game apparatus to: detect an answer character input based onan input character entered by a player, wherein the detection of theanswer includes recognition of the answer character based on acharacteristic of the input character; displaying the answer characterwhen the answer character is detected based on the input characterentered by the player; performing a game determination on the basis ofsaid answer character; displaying a result of the game determination;detecting a note character based on another input character entered by aplayer, wherein the detection of the note character includes recognitionof the note character based on a characteristic of the another inputcharacter; displaying the note character detected based on the anotherinput character; and settling said note character as another answercharacter, wherein said note character is settled as another answercharacter based on an input by the player after the note character isdisplayed.
 2. A game apparatus according to claim 1, wherein said stepof detecting the note character input includes detecting a plurality ofnote characters, and displaying the note character includessimultaneously displaying said plurality of note characters.
 3. A gameapparatus game apparatus for playing a game to fill in cells withcharacters, the game apparatus including non-transitory memory storinginstructions executed by a processor, the instructions when executed bythe processor cause the game apparatus to: detect an answer characterinput based on an input character entered by a player, wherein thedetection of the answer includes recognition of the answer characterbased on a characteristic of the input character; displaying the answercharacter when the answer character is detected based on an inputcharacter entered by the player; performing a game determination on thebasis of said answer character; displaying a result of the gamedetermination; detecting a note character based on another inputcharacter entered by a player, wherein the detection of the notecharacter includes recognition of the note character based on acharacteristic of the another input character; displaying the notecharacter detected based on the another input character; and settlingsaid note character as another answer character, wherein said notecharacter is settled as another answer character based on an input bythe player after the note character is displayed, wherein said inputcharacter for the answer character is entered in a defined region forhandwritten input characters, and said another input character for thenote character is entered in the defined region for handwritten inputcharacters, the instructions when executed by the processor furthercause the game apparatus to: store a locus of a handwritten input,recognize the handwritten character according to said locus, anddetermine whether a size of the handwritten character is above a apredetermined size, wherein said characteristic of the input characterand the another input character include a size, and the input characteris detected as the answer character according to an affirmativedetermination of said size of the handwritten character exceeding thepredetermine size, and said another input character is detected as thenote character input means according to a negative determination of saidsize of the handwritten character exceeding the predetermined size.
 4. Agame apparatus according to claim 3, wherein said storing a locusincludes storing a locus for each stroke, and counting each stroke,wherein said instructions when executed by the processor further causethe game apparatus to: recognize a handwritten character on the basis ofboth of a loci of a previous stroke and a loci of a current stroke whena count value of said stroke counter is not a predetermined value.
 5. Agame apparatus according to claim 4, wherein the instructions whenexecuted by the processor further cause the game apparatus to: displaysaid note character in a handwritten position of the previous strokewhen said negative determination is made as to the handwritten characterof the current stroke.
 6. A game apparatus according to claim 4, whereinsaid recognition of the handwritten character is made on the basis ofthe current stroke when the count value of said stroke counter is saidpredetermined value.
 7. A non-transitory computer readable storagemedium storing a handwriting input program for working a handwritinginput device including a display, a handwriting input device, saidhandwriting input program causes a computer of the handwriting inputdevice to execute following steps of the handwriting input program: ahandwriting inputting step for storing a locus of a handwritten input insaid storage means; a locus region specifying step for specifying aregion occupying the handwritten input region in which the locus is setin advance in said storage means on the basis of the locus of saidhandwritten input, and storing it in said storage means; a characterrecognizing step for performing a character recognition process on thelocus of the handwritten input stored in said storage means; and arecognition result displaying step for displaying said recognitionresult in a size corresponding to the size of the region specifiedaccording to said locus region specifying step and in a positioncorresponding to said region on said display means.
 8. A non-transitorystorage medium storing a handwriting input program for working ahandwriting input device including a display, a handwriting inputdevice, said handwriting input program causes a computer of thehandwriting input device to execute following steps of the handwritinginput program: a handwriting inputting step for storing a locus of ahandwritten input in said storage means; a locus region specifying stepfor specifying a region occupying the handwritten input region in whichthe locus is set in advance in said storage means on the basis of thelocus of said handwritten input, and storing it in said storage means; acharacter recognizing step for performing a character recognitionprocess on the locus of the handwritten input stored in said storagemeans; and a recognition result displaying step for displaying saidrecognition result in a size corresponding to the size of the regionspecified according to said locus region specifying step and in aposition corresponding to said region on said display means, whereinsaid recognition result displaying step further includes a characterdisplay size determining step for determining a display size of saidrecognition result in correspondence to the size of the region specifiedby said locus region specifying step, and a character display positiondetermining step for determining a display position of said characterrecognition result in correspondence to the position of the regionspecified by said locus region specifying step.
 9. A non-transitorystorage medium according to claim 8, wherein said character display sizedetermining step determines said display size depending on whether ornot a central point of the region specified by said locus regionspecifying step is included in a predetermined region of saidhandwritten input region stored in said storage means in advance, andwhether or not the region has a predetermined size.
 10. A non-transitorystorage medium according to claim 8, wherein said display positiondetermining step determines that the central point of said regioncorresponds to which of said plurality of display positions of saidrecognition result stored in said storage means in advance, and displaysthe recognition result in said corresponding display position.
 11. Amethod to detect and process answers and notes handwritten as charactersentered in a cell of a plurality of cells of a game displayed on anapparatus to play the game having a processor and a display, the methodcomprising: recognizing by the processor of an a handwritten characterinput by a user playing the game to the apparatus as being a recognizedcharacter; determining by the processor whether the recognized characteris an answer character or a note character; performing by the processorof a determination on the basis of the recognized character being ananswer character; displaying on the display of a result of thedetermination made by the processor as an answer for the game;determining by the processor whether the recognized character is a notecharacter; displaying on the display the recognized character determinedto be a note character, wherein the note character is not initiallydisplayed as an answer for the game; and after displaying the notecharacter and based on an input by the user, settling the note charactersuch that the note character is treated as an answer character and isapplied in a determination by the processor to generate an answer to thegame and shown on the display.
 12. A method to detect and processanswers and notes handwritten as characters entered in a cell of aplurality of cells displayed on an apparatus having a processor and adisplay, the method comprising: recognizing by the processor of an ahandwritten character input by a user to the apparatus as being arecognized character; determining by the processor whether therecognized character is an answer character or a note character;performing by the processor of a determination on the basis of therecognized character being an answer character; displaying on thedisplay of a result of the determination made by the processor;determining by the processor whether the recognized character is a notecharacter; displaying on the display the recognized character determinedto be a note character; and after displaying the note character andbased on an input by the user, settling the note character such that thenote character is treated as an answer character and is applied in adetermination by the processor to generate a result shown on thedisplay, wherein said step of determining when the recognized characteris a note character is repeated such that a plurality of recognizedcharacters are each determined to be a different note character and thedifferent note characters are simultaneously displayed.
 13. A method asin claim 11 further comprising determining a size of the handwrittencharacter, the step of determining by the processor whether therecognized character is the answer character or a note characterincludes determining that the recognized character is the answercharacter if the size of the handwritten character is larger than apredetermined threshold size and determining that the recognizedcharacter is the note character if the handwritten character is at leastas small as the threshold size.
 14. The method of claim 13 furthercomprising: determining a locus of the handwritten character input bythe user; the recognition step includes recognizing the handwrittencharacter according to said locus, and the step of determining includesdetermining the size of the handwritten character on the basis of saidlocus.
 15. A method as in claim game 14, wherein said locus includes alocus for each handwritten stroke input used to form the handwrittencharacter, and said method includes counting a number of the handwrittenstrokes used to form the handwritten character, wherein said recognitionstep includes recognizing the handwritten character based on the locusof a prior stroke and the locus of a current stroke when a value of acount of said stroke counter is not a predetermined value.
 16. A methodas in claim 15, wherein said displaying of the note character displayssaid note character in a handwritten position of a previous stroke whensaid size determination makes a negative determination as to thehandwritten character of the current stroke.
 17. A method as in claim15, wherein said character recognition step recognizes the handwrittencharacter based on a current stroke when a value of the count is saidpredetermined value.